mob_db: (
//  Mobs Database
//
/******************************************************************************
 ************* Entry structure ************************************************
 ******************************************************************************
{
	// =================== Mandatory fields ===============================
	Id: ID                                (int)
	SpriteName: "SPRITE_NAME"             (string)
	Name: "Mob name"                      (string)
	// =================== Optional fields ================================
	JName: "Mob name"                     (string)
	Lv: level                             (int, defaults to 1)
	Hp: health                            (int, defaults to 1)
	Sp: mana                              (int, defaults to 0)
	Exp: basic experience                 (int, defaults to 0)
	JExp: job experience                  (int, defaults to 0)
	AttackRange: attack range             (int, defaults to 1)
	Attack: [attack1, attack2]            (int, defaults to 0)
	Def: defence                          (int, defaults to 0)
	Mdef: magic defence                   (int, defaults to 0)
	Stats: {
		Str: strength                 (int, defaults to 0)
		Agi: agility                  (int, defaults to 0)
		Vit: vitality                 (int, defaults to 0)
		Int: intelligence             (int, defaults to 0)
		Dex: dexterity                (int, defaults to 0)
		Luk: luck                     (int, defaults to 0)
	}
	ViewRange: view range                 (int, defaults to 1)
	ChaseRange: chase range               (int, defaults to 1)
	Size: size                            (int, defaults to 1)
	Race: race                            (int, defaults to 0)
	Element: (type, level)
	Mode: {
		CanMove: true/false           (bool)
		Looter: true/false            (bool)
		Aggressive: true/false        (bool)
		Assist: true/false            (bool)
		CastSensorIdle:true/false     (bool)
		Boss: true/false              (bool)
		Plant: true/false             (bool)
		CanAttack: true/false         (bool)
		Detector: true/false          (bool)
		CastSensorChase: true/false   (bool)
		ChangeChase: true/false       (bool)
		Angry: true/false             (bool)
		ChangeTargetMelee: true/false (bool)
		ChangeTargetChase: true/false (bool)
		TargetWeak: true/false        (bool)
	}
	MoveSpeed: move speed                 (int, defaults to 0)
	AttackDelay: attack delay             (int, defaults to 4000)
	AttackMotion: attack motion           (int, defaults to 2000)
	DamageMotion: damage motion           (int, defaults to 0)
	MvpExp: mvp experience                (int, defaults to 0)
	MvpDrops: {
		AegisName: chance             (string: int)
		...
	}
	Drops: {
		AegisName: chance         (string: int)
		...
	}

},
******************************************************************************/


)
